Drop Zone

Welcome to week three, which means a new game! I’d like to introduce Drop Zone, the abstract dexterity-based game that asks you to destroy the game pieces!

Design-wise, this one was reasonably difficult. I originally planned for the destruction of the game pieces to have a larger importance to they way you play the game and to be a much more cathartic experience, with more of a zealous tearing method, rather than the more strategic style which I ended up using. I simply couldn’t figure a way to make it a game mechanic without being completely unwieldy. Additionally, tearing paper is not as cathartic as I initially believed it would be, at least when tearing a single sheet, but I’m not going to ask someone to purchase an entire sheaf of paper each time they want to play Drop Zone, as funny as that would be.

I ended up doing away with a few needless things that I mentioned last week, such as the point system. Such a thing would incentivize strategic placement of your tokens but would distract from the interplay between marking squares and preventing your opponents from claiming squares, which I believe already encourages smart token placement.

Overall, it’s a simple game, but the concept is a solid one. I wish I had a little bit more depth to the idea, but that’s the issue with focusing fitting a game to a gimmick. For all you gain in ease of conceptualizing, you lose an equal amount in the depth of the concept. That aside, I’m happy with the result and am pleased to present Drop Zone!

Click the links located below to download the pdf files for Drop Zone, one of which is a readme.

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Second Person

This game’s concept was a wonderful return to form for the games I like posting on this website. That’s not to say that I’m not proud of the last two or three games I released, but they certainly weren’t exactly what I wanted to be releasing.

Second Person originally started as my desire to make a game that functioned from the second person. Essentially, you would be watching your main way of interacting with the game. I couldn’t find a properly fun way to implement it into a board game, so I decided to look into creating a dexterity game instead, and I think I came up with a winner.

Second is derived from the game “Ninja” some people may have played as a kid. The goal of the game was to strike the opponent’s hands in a single motion while also protecting your own hands, and, from reading Second Person‘s rules, I’m sure that the inspiration is somewhat apparent.

Overall, I’m proud to present Second Person, a team based dexterity game where you play in the Second Person!

Located below is the pdf file containing the rules for Second Person!

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Rules

This game was fun to write. I love the idea of having a task that’s easy to do, but difficulty is introduced via the method of doing it, similar to how Getting Over It would be easy if the controls weren’t unwieldy. Being able to control the difficulty via “betting” more rules allows this version to feel reasonably fair though.

As much as I enjoyed the idea, it was hard coming up with as many constraining rules that didn’t come into conflict with each other. Avoiding conflict wasn’t wholly necessary, but I feel it makes the game more cohesive.

Rules is a dexterity- based card game in which you bet on your ability to complete a simple task with a bunch of rules added to it. It‘s designed for 2 or more players and takes roughly thirty minutes to play.

Located below are the pdf files for Rules, one of which is a readme.

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